CheatMenuSA/src/player.cpp

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#include "player.h"
#include "menu.h"
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#include "pch.h"
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#include "ui.h"
#include "util.h"
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#ifdef GTASA
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#include "ped.h"
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// hardcoded cloth category names
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const char *cloth_category[18] = {"Shirts",
"Heads",
"Trousers",
"Shoes",
"Tattoos left lower arm",
"Tattoos left upper arm",
"Tattoos right upper arm",
"Tattoos right lower arm",
"Tattoos back",
"Tattoos left chest",
"Tattoos right chest",
"Tattoos stomach",
"Tattoos lower back",
"Necklaces",
"Watches",
"Glasses",
"Hats",
"Extras"};
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static inline void PlayerModelBrokenFix()
{
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CPlayerPed *pPlayer = FindPlayerPed();
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if (pPlayer->m_nModelIndex == 0)
Call<0x5A81E0>(0, pPlayer->m_pPlayerData->m_pPedClothesDesc, 0xBC1C78, false);
}
/*
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Taken from gta chaos mod by Lordmau5
https://github.com/gta-chaos-mod/Trilogy-ASI-Script
*/
void Player::TopDownCameraView()
{
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CPlayerPed *player = FindPlayerPed();
CVector pos = player->GetPosition();
float curOffset = m_TopDownCamera::m_fOffset;
// drunk effect causes issues
Command<eScriptCommands::COMMAND_SET_PLAYER_DRUNKENNESS>(0, 0);
CVehicle *vehicle = FindPlayerVehicle(-1, false);
// TODO: implement smooth transition
if (vehicle)
{
float speed = vehicle->m_vecMoveSpeed.Magnitude();
if (speed > 1.2f)
{
speed = 1.2f;
}
if (speed * 40.0f > 40.0f)
{
speed = 40.0f;
}
if (speed < 0.0f)
{
speed = 0.0f;
}
curOffset += speed;
}
CVector playerOffset = CVector(pos.x, pos.y, pos.z + 2.0f);
CVector cameraPos = CVector(playerOffset.x, playerOffset.y, playerOffset.z + curOffset);
CColPoint outColPoint;
CEntity *outEntity;
// TODO: Which variable? X, Y or Z for the look direction?
if (CWorld::ProcessLineOfSight(playerOffset, cameraPos, outColPoint, outEntity, true, true, true, true, true, true,
true, true))
{
Command<eScriptCommands::COMMAND_SET_FIXED_CAMERA_POSITION>(outColPoint.m_vecPoint.x, outColPoint.m_vecPoint.y,
outColPoint.m_vecPoint.z, 0.0f, 0.0f, 0.0f);
}
else
{
Command<eScriptCommands::COMMAND_SET_FIXED_CAMERA_POSITION>(cameraPos.x, cameraPos.y, cameraPos.z, 0.0f, 0.0f,
0.0f);
}
Command<eScriptCommands::COMMAND_POINT_CAMERA_AT_POINT>(pos.x, pos.y, pos.z, 2);
TheCamera.m_fGenerationDistMultiplier = 10.0f;
TheCamera.m_fLODDistMultiplier = 10.0f;
}
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#endif
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Player::Player()
{
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#ifdef GTASA
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// Fix player model being broken after rebuild
patch::RedirectCall(0x5A834D, &PlayerModelBrokenFix);
m_bAimSkinChanger = gConfig.GetValue("aim_skin_changer", false);
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#endif
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// Custom skins setup
if (GetModuleHandle("modloader.asi"))
{
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#ifdef GTASA
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if (std::filesystem::is_directory(m_CustomSkins::m_Path))
{
for (auto &p : std::filesystem::recursive_directory_iterator(m_CustomSkins::m_Path))
{
if (p.path().extension() == ".dff")
{
std::string file_name = p.path().stem().string();
if (file_name.size() < 9)
m_CustomSkins::m_List.push_back(file_name);
else
gLog << "Custom Skin longer than 8 characters " << file_name << std::endl;
}
}
}
else
{
std::filesystem::create_directory(m_CustomSkins::m_Path);
}
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#endif
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m_bModloaderInstalled = true;
}
Events::processScriptsEvent += [] {
uint timer = CTimer::m_snTimeInMilliseconds;
CPlayerPed *player = FindPlayerPed();
int hplayer = CPools::GetPedRef(player);
if (m_KeepPosition::m_bEnabled)
{
if (Command<Commands::IS_CHAR_DEAD>(hplayer))
{
m_KeepPosition::m_fPos = player->GetPosition();
}
else
{
CVector cur_pos = player->GetPosition();
if (m_KeepPosition::m_fPos.x != 0 && m_KeepPosition::m_fPos.x != cur_pos.x &&
m_KeepPosition::m_fPos.y != 0 && m_KeepPosition::m_fPos.y != cur_pos.y)
{
BY_GAME(player->Teleport(m_KeepPosition::m_fPos, false), player->Teleport(m_KeepPosition::m_fPos));
m_KeepPosition::m_fPos = CVector(0, 0, 0);
}
}
}
if (m_bGodMode)
{
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#ifdef GTASA
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patch::Set<bool>(0x96916D, 1, false);
player->m_nPhysicalFlags.bBulletProof = 1;
player->m_nPhysicalFlags.bCollisionProof = 1;
player->m_nPhysicalFlags.bExplosionProof = 1;
player->m_nPhysicalFlags.bFireProof = 1;
player->m_nPhysicalFlags.bMeeleProof = 1;
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#elif GTAVC
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player->m_nFlags.bBulletProof = 1;
player->m_nFlags.bCollisionProof = 1;
player->m_nFlags.bExplosionProof = 1;
player->m_nFlags.bFireProof = 1;
player->m_nFlags.bMeleeProof = 1;
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#else // GTA3
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player->m_nEntityFlags.bBulletProof = m_bGodMode;
player->m_nEntityFlags.bCollisionProof = m_bGodMode;
player->m_nEntityFlags.bExplosionProof = m_bGodMode;
player->m_nEntityFlags.bFireProof = m_bGodMode;
player->m_nEntityFlags.bMeleeProof = m_bGodMode;
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#endif
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}
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#ifdef GTASA
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if (m_bDrunkEffect && !m_TopDownCamera::m_bEnabled)
{
Command<eScriptCommands::COMMAND_SET_PLAYER_DRUNKENNESS>(0, 100);
}
if (m_TopDownCamera::m_bEnabled)
{
TopDownCameraView();
}
if (m_bAimSkinChanger && aimSkinChanger.Pressed())
{
CPed *targetPed = player->m_pPlayerTargettedPed;
if (targetPed)
{
player->SetModelIndex(targetPed->m_nModelIndex);
Util::ClearCharTasksVehCheck(player);
}
}
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#endif
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if (godMode.Pressed())
{
if (m_bGodMode)
{
SetHelpMessage("God mode disabled", false, false, false);
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#ifdef GTASA
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patch::Set<bool>(0x96916D, m_bGodMode, false);
player->m_nPhysicalFlags.bBulletProof = 0;
player->m_nPhysicalFlags.bCollisionProof = 0;
player->m_nPhysicalFlags.bExplosionProof = 0;
player->m_nPhysicalFlags.bFireProof = 0;
player->m_nPhysicalFlags.bMeeleProof = 0;
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#elif GTAVC
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player->m_nFlags.bBulletProof = 0;
player->m_nFlags.bCollisionProof = 0;
player->m_nFlags.bExplosionProof = 0;
player->m_nFlags.bFireProof = 0;
player->m_nFlags.bMeleeProof = 0;
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#else // GTA3
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player->m_nEntityFlags.bBulletProof = m_bGodMode;
player->m_nEntityFlags.bCollisionProof = m_bGodMode;
player->m_nEntityFlags.bExplosionProof = m_bGodMode;
player->m_nEntityFlags.bFireProof = m_bGodMode;
player->m_nEntityFlags.bMeleeProof = m_bGodMode;
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#endif
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m_bGodMode = false;
}
else
{
SetHelpMessage("God mode enabled", false, false, false);
m_bGodMode = true;
}
}
};
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}
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#ifdef GTASA
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void Player::ChangePlayerCloth(std::string &name)
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{
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std::stringstream ss(name);
std::string temp;
getline(ss, temp, '$');
int body_part = std::stoi(temp);
getline(ss, temp, '$');
std::string model = temp.c_str();
getline(ss, temp, '$');
std::string texName = temp.c_str();
CPlayerPed *player = FindPlayerPed();
if (texName == "cutoffchinosblue")
{
player->m_pPlayerData->m_pPedClothesDesc->SetTextureAndModel(-697413025, 744365350, body_part);
}
else
{
if (texName == "sneakerbincblue")
{
player->m_pPlayerData->m_pPedClothesDesc->SetTextureAndModel(-915574819, 2099005073, body_part);
}
else
{
if (texName == "12myfac")
{
player->m_pPlayerData->m_pPedClothesDesc->SetTextureAndModel(-1750049245, 1393983095, body_part);
}
else
{
player->m_pPlayerData->m_pPedClothesDesc->SetTextureAndModel(texName.c_str(), model.c_str(), body_part);
}
}
}
CClothes::RebuildPlayer(player, false);
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}
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#endif
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#ifdef GTASA
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void Player::ChangePlayerModel(std::string &model)
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{
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bool custom_skin =
std::find(m_CustomSkins::m_List.begin(), m_CustomSkins::m_List.end(), model) != m_CustomSkins::m_List.end();
if (Ped::m_PedData.m_pJson->m_Data.contains(model) || custom_skin)
{
CPlayerPed *player = FindPlayerPed();
if (Ped::m_SpecialPedJson.m_Data.contains(model) || custom_skin)
{
std::string name;
if (Ped::m_SpecialPedJson.m_Data.contains(model))
name = Ped::m_SpecialPedJson.m_Data[model].get<std::string>().c_str();
else
name = model;
CStreaming::RequestSpecialChar(1, name.c_str(), PRIORITY_REQUEST);
CStreaming::LoadAllRequestedModels(true);
player->SetModelIndex(291);
CStreaming::SetSpecialCharIsDeletable(291);
}
else
{
int imodel = std::stoi(model);
CStreaming::RequestModel(imodel, eStreamingFlags::PRIORITY_REQUEST);
CStreaming::LoadAllRequestedModels(false);
player->SetModelIndex(imodel);
CStreaming::SetModelIsDeletable(imodel);
}
Util::ClearCharTasksVehCheck(player);
}
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}
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#else // GTA3 & GTAVC
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void Player::ChangePlayerModel(std::string &cat, std::string &key, std::string &val)
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{
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CPlayerPed *player = FindPlayerPed();
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#ifdef GTAVC
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player->Undress(id.c_str());
CStreaming::LoadAllRequestedModels(false);
player->Dress();
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#else // GTA3
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if (cat == "Special")
{
// CStreaming::RequestSpecialChar(109, val.c_str(), PRIORITY_REQUEST);
// CStreaming::LoadAllRequestedModels(true);
// player->SetModelIndex(109);
// CStreaming::SetMissionDoesntRequireSpecialChar(109);
SetHelpMessage("Spawning special peds isn't implemented yet.", false, false, false);
}
else
{
int imodel = std::stoi(val);
CStreaming::RequestModel(imodel, eStreamingFlags::PRIORITY_REQUEST);
CStreaming::LoadAllRequestedModels(true);
player->SetModelIndex(imodel);
CStreaming::SetModelIsDeletable(imodel);
}
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#endif
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}
#endif
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void Player::Draw()
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{
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CPlayerPed *pPlayer = FindPlayerPed();
int hplayer = CPools::GetPedRef(pPlayer);
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#ifdef GTASA
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CPad *pad = pPlayer->GetPadFromPlayer();
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#endif
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CPlayerInfo *pInfo = &CWorld::Players[CWorld::PlayerInFocus];
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if (ImGui::Button("Copy coordinates", ImVec2(Ui::GetSize(2))))
{
CVector pos = pPlayer->GetPosition();
std::string text = std::to_string(pos.x) + ", " + std::to_string(pos.y) + ", " + std::to_string(pos.z);
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ImGui::SetClipboardText(text.c_str());
SetHelpMessage("Coordinates copied", false, false, false);
}
ImGui::SameLine();
if (ImGui::Button("Suicide", ImVec2(Ui::GetSize(2))))
{
pPlayer->m_fHealth = 0.0;
}
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ImGui::Spacing();
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if (ImGui::BeginTabBar("Player", ImGuiTabBarFlags_NoTooltip + ImGuiTabBarFlags_FittingPolicyScroll))
{
if (ImGui::BeginTabItem("Checkboxes"))
{
ImGui::Spacing();
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ImGui::BeginChild("CheckboxesChild");
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ImGui::Columns(2, 0, false);
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#ifdef GTASA
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Ui::CheckboxAddress("Bounty on yourself", 0x96913F);
ImGui::BeginDisabled(m_TopDownCamera::m_bEnabled);
if (Ui::CheckboxWithHint("Drunk effect", &m_bDrunkEffect))
{
if (!m_bDrunkEffect)
{
Command<eScriptCommands::COMMAND_SET_PLAYER_DRUNKENNESS>(0, 0);
}
}
if (Ui::CheckboxWithHint("Fast Sprint", &m_bFastSprint, "Best to enable God Mode & Infinite sprint too"))
{
if (m_bFastSprint)
{
patch::Set<float>(0x8D2458, 0.1f);
}
else
{
patch::Set<float>(0x8D2458, 5.0f);
}
}
ImGui::EndDisabled();
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#endif
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Ui::CheckboxAddress("Free healthcare",
BY_GAME((int)&pInfo->m_bFreeHealthCare, (int)&pInfo->m_bFreeHealthCare,
(int)&pInfo->m_bGetOutOfHospitalFree));
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if (Ui::CheckboxWithHint("God mode", &m_bGodMode))
{
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#ifdef GTASA
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patch::Set<bool>(0x96916D, m_bGodMode, false);
pPlayer->m_nPhysicalFlags.bBulletProof = m_bGodMode;
pPlayer->m_nPhysicalFlags.bCollisionProof = m_bGodMode;
pPlayer->m_nPhysicalFlags.bExplosionProof = m_bGodMode;
pPlayer->m_nPhysicalFlags.bFireProof = m_bGodMode;
pPlayer->m_nPhysicalFlags.bMeeleProof = m_bGodMode;
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#elif GTAVC
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pPlayer->m_nFlags.bBulletProof = m_bGodMode;
pPlayer->m_nFlags.bCollisionProof = m_bGodMode;
pPlayer->m_nFlags.bExplosionProof = m_bGodMode;
pPlayer->m_nFlags.bFireProof = m_bGodMode;
pPlayer->m_nFlags.bMeleeProof = m_bGodMode;
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#else // GTA3
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pPlayer->m_nEntityFlags.bBulletProof = m_bGodMode;
pPlayer->m_nEntityFlags.bCollisionProof = m_bGodMode;
pPlayer->m_nEntityFlags.bExplosionProof = m_bGodMode;
pPlayer->m_nEntityFlags.bFireProof = m_bGodMode;
pPlayer->m_nEntityFlags.bMeleeProof = m_bGodMode;
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#endif
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}
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#ifdef GTASA
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Ui::CheckboxAddress("Higher cycle jumps", 0x969161);
Ui::CheckboxAddress("Infinite oxygen", 0x96916E);
if (Ui::CheckboxBitFlag("Invisible player", pPlayer->m_nPedFlags.bDontRender))
{
pPlayer->m_nPedFlags.bDontRender = (pPlayer->m_nPedFlags.bDontRender == 1) ? 0 : 1;
}
Ui::CheckboxAddress("Infinite sprint", 0xB7CEE4);
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#else // GTA3 & GTAVC
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Ui::CheckboxAddress("Infinite sprint",
BY_GAME(NULL, (int)&pInfo->m_bNeverGetsTired, (int)&pInfo->m_bInfiniteSprint));
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#endif
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ImGui::NextColumn();
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#ifdef GTASA
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if (Ui::CheckboxBitFlag("Lock control", pad->bPlayerSafe))
{
pad->bPlayerSafe = (pad->bPlayerSafe == 1) ? 0 : 1;
}
Ui::CheckboxAddressEx("Max sex appeal", 0x969180, 1, 0);
Ui::CheckboxAddress("Mega jump", 0x96916C);
Ui::CheckboxAddress("Mega punch", 0x969173);
Ui::CheckboxAddress("Never get hungry", 0x969174);
bool never_wanted = patch::Get<bool>(0x969171, false);
if (Ui::CheckboxWithHint("Never wanted", &never_wanted))
{
CCheat::NotWantedCheat();
}
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#else // GTA3 & GTAVC
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static bool neverWanted = false;
if (Ui::CheckboxWithHint("Never wanted", &neverWanted))
{
if (neverWanted)
{
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#ifdef GTA3
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pPlayer->m_pWanted->SetWantedLevel(0);
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#else
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pPlayer->m_pWanted->CheatWantedLevel(0);
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#endif
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pPlayer->m_pWanted->Update();
patch::SetRaw(BY_GAME(NULL, 0x4D2110, 0x4AD900), (char *)"\xC3\x90\x90\x90\x90\x90",
6); // CWanted::UpdateWantedLevel()
patch::Nop(BY_GAME(NULL, 0x5373D0, 0x4EFE73), 5); // CWanted::Update();
}
else
{
pPlayer->m_pWanted->ClearQdCrimes();
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#ifdef GTA3
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pPlayer->m_pWanted->SetWantedLevel(0);
patch::SetRaw(0x4AD900, (char *)"\xA1\x18\x77\x5F\x00", 6);
patch::SetRaw(0x4EFE73, (char *)"\xE8\x38\xD9\xFB\xFF", 5);
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#else
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pPlayer->m_pWanted->CheatWantedLevel(0);
patch::SetRaw(0x4D2110, (char *)"\x8B\x15\xDC\x10\x69\x00", 6);
patch::SetRaw(0x5373D0, (char *)"\xE8\x8B\xAE\xF9\xFF", 5);
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#endif
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}
}
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#endif
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Ui::CheckboxAddress("No arrest fee", (int)&pInfo->m_bGetOutOfJailFree);
Ui::CheckboxWithHint("Respawn die location", &m_KeepPosition::m_bEnabled,
"Respawn to the location you died from");
ImGui::Columns(1);
ImGui::NewLine();
ImGui::TextWrapped("Player flags,");
ImGui::Columns(2, 0, false);
bool state = BY_GAME(pPlayer->m_nPhysicalFlags.bBulletProof, pPlayer->m_nFlags.bBulletProof,
pPlayer->m_nEntityFlags.bBulletProof);
if (Ui::CheckboxWithHint("Bullet proof", &state, nullptr, m_bGodMode))
{
BY_GAME(pPlayer->m_nPhysicalFlags.bBulletProof, pPlayer->m_nFlags.bBulletProof,
pPlayer->m_nEntityFlags.bBulletProof) = state;
}
state = BY_GAME(pPlayer->m_nPhysicalFlags.bCollisionProof, pPlayer->m_nFlags.bCollisionProof,
pPlayer->m_nEntityFlags.bCollisionProof);
if (Ui::CheckboxWithHint("Collision proof", &state, nullptr, m_bGodMode))
{
BY_GAME(pPlayer->m_nPhysicalFlags.bCollisionProof, pPlayer->m_nFlags.bCollisionProof,
pPlayer->m_nEntityFlags.bCollisionProof) = state;
}
state = BY_GAME(pPlayer->m_nPhysicalFlags.bExplosionProof, pPlayer->m_nFlags.bExplosionProof,
pPlayer->m_nEntityFlags.bExplosionProof);
if (Ui::CheckboxWithHint("Explosion proof", &state, nullptr, m_bGodMode))
{
BY_GAME(pPlayer->m_nPhysicalFlags.bExplosionProof, pPlayer->m_nFlags.bExplosionProof,
pPlayer->m_nEntityFlags.bExplosionProof) = state;
}
ImGui::NextColumn();
state = BY_GAME(pPlayer->m_nPhysicalFlags.bFireProof, pPlayer->m_nFlags.bFireProof,
pPlayer->m_nEntityFlags.bFireProof);
if (Ui::CheckboxWithHint("Fire proof", &state, nullptr, m_bGodMode))
{
BY_GAME(pPlayer->m_nPhysicalFlags.bFireProof, pPlayer->m_nFlags.bFireProof,
pPlayer->m_nEntityFlags.bFireProof) = state;
}
state = BY_GAME(pPlayer->m_nPhysicalFlags.bMeeleProof, pPlayer->m_nFlags.bMeleeProof,
pPlayer->m_nEntityFlags.bMeleeProof);
if (Ui::CheckboxWithHint("Meele proof", &state, nullptr, m_bGodMode))
{
BY_GAME(pPlayer->m_nPhysicalFlags.bMeeleProof, pPlayer->m_nFlags.bMeleeProof,
pPlayer->m_nEntityFlags.bMeleeProof) = state;
}
ImGui::EndChild();
ImGui::EndTabItem();
}
if (ImGui::BeginTabItem("Menus"))
{
ImGui::BeginChild("PlayerMenus");
Ui::EditReference("Armour", pPlayer->m_fArmour, 0, 100, 150);
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#ifdef GTASA
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if (ImGui::CollapsingHeader("Body"))
{
if (pPlayer->m_nModelIndex == 0)
{
ImGui::Columns(3, 0, false);
if (ImGui::RadioButton("Fat", &m_nUiBodyState, 2))
CCheat::FatCheat();
ImGui::NextColumn();
if (ImGui::RadioButton("Muscle", &m_nUiBodyState, 1))
CCheat::MuscleCheat();
ImGui::NextColumn();
if (ImGui::RadioButton("Skinny", &m_nUiBodyState, 0))
CCheat::SkinnyCheat();
ImGui::Columns(1);
}
else
{
ImGui::TextWrapped("You need to be in CJ skin.");
ImGui::Spacing();
if (ImGui::Button("Change to CJ skin", ImVec2(Ui::GetSize(1))))
{
pPlayer->SetModelIndex(0);
Util::ClearCharTasksVehCheck(pPlayer);
}
}
ImGui::Spacing();
ImGui::Separator();
}
Ui::EditStat("Energy", STAT_ENERGY);
Ui::EditStat("Fat", STAT_FAT);
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#endif
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Ui::EditReference("Health", pPlayer->m_fHealth, 0, 100,
BY_GAME(static_cast<int>(pPlayer->m_fMaxHealth), 100, 100));
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#ifdef GTASA
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Ui::EditStat("Lung capacity", STAT_LUNG_CAPACITY);
Ui::EditStat("Max health", STAT_MAX_HEALTH, 0, 569, 1450);
Ui::EditAddress<int>("Money", 0xB7CE50, -99999999, 0, 99999999);
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#else // GTA3 & GTAVC
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int money = pInfo->m_nMoney;
Ui::EditAddress<int>("Money", (int)&money, -9999999, 0, 99999999);
pInfo->m_nMoney = money;
pInfo->m_nDisplayMoney = money;
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#endif
#ifdef GTASA
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Ui::EditStat("Muscle", STAT_MUSCLE);
Ui::EditStat("Respect", STAT_RESPECT);
Ui::EditStat("Stamina", STAT_STAMINA);
if (ImGui::CollapsingHeader("Top down camera"))
{
if (ImGui::Checkbox("Enabled", &m_TopDownCamera::m_bEnabled))
{
Command<Commands::RESTORE_CAMERA_JUMPCUT>();
}
ImGui::Spacing();
ImGui::SliderFloat("Camera zoom", &m_TopDownCamera::m_fOffset, 20.0f, 60.0f);
ImGui::Spacing();
ImGui::Separator();
}
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#endif
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if (ImGui::CollapsingHeader("Wanted level"))
{
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#ifdef GTASA
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int val = pPlayer->m_pPlayerData->m_pWanted->m_nWantedLevel;
int max_wl = pPlayer->m_pPlayerData->m_pWanted->MaximumWantedLevel;
max_wl = max_wl < 6 ? 6 : max_wl;
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#else // GTA3 & GTAVC
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int val = pPlayer->m_pWanted->m_nWantedLevel;
int max_wl = 6;
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#endif
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ImGui::Columns(3, 0, false);
ImGui::Text("Min: 0");
ImGui::NextColumn();
ImGui::Text("Def: 0");
ImGui::NextColumn();
ImGui::Text("Max: %d", max_wl);
ImGui::Columns(1);
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ImGui::Spacing();
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if (ImGui::InputInt("Set value##Wanted level", &val))
{
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#ifdef GTASA
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pPlayer->CheatWantedLevel(val);
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#elif GTAVC
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pPlayer->m_pWanted->CheatWantedLevel(val);
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#else // GTA3
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pPlayer->m_pWanted->SetWantedLevel(val);
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#endif
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}
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ImGui::Spacing();
if (ImGui::Button("Minimum##Wanted level", Ui::GetSize(3)))
{
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#ifdef GTASA
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pPlayer->CheatWantedLevel(0);
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#elif GTAVC
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pPlayer->m_pWanted->CheatWantedLevel(0);
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#else // GTA3
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pPlayer->m_pWanted->SetWantedLevel(0);
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#endif
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}
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ImGui::SameLine();
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if (ImGui::Button("Default##Wanted level", Ui::GetSize(3)))
{
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#ifdef GTASA
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pPlayer->CheatWantedLevel(0);
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#elif GTAVC
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pPlayer->m_pWanted->CheatWantedLevel(0);
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#else // GTA3
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pPlayer->m_pWanted->SetWantedLevel(0);
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#endif
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}
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ImGui::SameLine();
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if (ImGui::Button("Maximum##Wanted level", Ui::GetSize(3)))
{
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#ifdef GTASA
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pPlayer->CheatWantedLevel(max_wl);
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#elif GTAVC
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pPlayer->m_pWanted->CheatWantedLevel(max_wl);
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#else // GTA3
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pPlayer->m_pWanted->SetWantedLevel(max_wl);
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#endif
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}
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ImGui::Spacing();
ImGui::Separator();
}
ImGui::EndChild();
ImGui::EndTabItem();
}
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#ifdef GTASA
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if (ImGui::BeginTabItem("Appearance"))
{
ImGui::Spacing();
if (Ui::CheckboxWithHint("Aim skin changer", &m_bAimSkinChanger,
(("Changes to the ped, player is targeting with a weapon.\nTo use aim a ped with "
"a weapon and press ") +
aimSkinChanger.Pressed())))
gConfig.SetValue("aim_skin_changer", m_bAimSkinChanger);
if (ImGui::BeginTabBar("AppearanceTabBar"))
{
if (ImGui::BeginTabItem("Clothes"))
{
static int bClothOption = 0;
ImGui::RadioButton("Add", &bClothOption, 0);
ImGui::SameLine();
ImGui::RadioButton("Remove", &bClothOption, 1);
ImGui::Spacing();
if (pPlayer->m_nModelIndex == 0)
{
if (bClothOption == 0)
{
Ui::DrawImages(
m_ClothData, ChangePlayerCloth, nullptr,
[](std::string str) {
std::stringstream ss(str);
std::string temp;
getline(ss, temp, '$');
getline(ss, temp, '$');
return temp;
},
nullptr, cloth_category, sizeof(cloth_category) / sizeof(const char *));
}
else
{
size_t count = 0;
if (ImGui::Button("Remove all", ImVec2(Ui::GetSize(2))))
{
CPlayerPed *player = FindPlayerPed();
for (uint i = 0; i < 18; i++)
{
player->m_pPlayerData->m_pPedClothesDesc->SetTextureAndModel(0u, 0u, i);
}
CClothes::RebuildPlayer(player, false);
}
ImGui::SameLine();
for (const char *clothName : cloth_category)
{
if (ImGui::Button(clothName, ImVec2(Ui::GetSize(2))))
{
CPlayerPed *player = FindPlayerPed();
player->m_pPlayerData->m_pPedClothesDesc->SetTextureAndModel(0u, 0u, count);
CClothes::RebuildPlayer(player, false);
}
if (count % 2 != 0)
{
ImGui::SameLine();
}
++count;
}
ImGui::Spacing();
ImGui::TextWrapped(
"If CJ is wearing a full suit, click 'Extras/ Remove all' to remove it.");
}
}
else
{
ImGui::TextWrapped("You need to be in CJ skin.");
ImGui::Spacing();
if (ImGui::Button("Change to CJ skin", ImVec2(Ui::GetSize(1))))
{
pPlayer->SetModelIndex(0);
Util::ClearCharTasksVehCheck(pPlayer);
}
}
ImGui::EndTabItem();
}
if (ImGui::BeginTabItem("Ped skins"))
{
Ui::DrawImages(Ped::m_PedData, ChangePlayerModel, nullptr, [](std::string str) {
return Ped::m_PedData.m_pJson->m_Data[str].get<std::string>();
});
ImGui::EndTabItem();
}
if (ImGui::BeginTabItem("Custom skins"))
{
ImGui::Spacing();
if (m_bModloaderInstalled)
{
Ui::FilterWithHint(
"Search", m_ClothData.m_Filter,
std::string("Total skins: " + std::to_string(m_CustomSkins::m_List.size())).c_str());
Ui::ShowTooltip("Place your dff & txd files inside 'modloader/Custom Skins'");
ImGui::Spacing();
ImGui::TextWrapped("Note: Your txd & dff names can't exceed 8 characters. Don't change names "
"while the game is running.");
ImGui::Spacing();
for (std::string name : m_CustomSkins::m_List)
{
if (m_CustomSkins::m_Filter.PassFilter(name.c_str()))
{
if (ImGui::MenuItem(name.c_str()))
{
ChangePlayerModel(name);
}
}
}
}
else
{
ImGui::TextWrapped(
"Custom skin allows to change player skins without replacing any existing game ped skins.\n\
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Steps to enable 'Custom Skins',\n\n\
1. Download & install modloader\n\
2. Create a folder inside 'modloader' folder with the name 'Custom Skins'\n\
3. Download ped skins online ( .dff & .txd files) and put them inside.\n\
4. Restart your game.\n\n\n\
Limitations:\n\
1. Your .dff & .txd file names must not exceed 8 characters.\n\
2. Do not rename them while the game is running\n\
\nDoing so will crash your game.");
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ImGui::Spacing();
if (ImGui::Button("Download Modloader", ImVec2(Ui::GetSize(1))))
ShellExecute(NULL, "open", "https://gtaforums.com/topic/669520-mod-loader/", NULL, NULL,
SW_SHOWNORMAL);
}
ImGui::EndTabItem();
}
ImGui::EndTabBar();
}
ImGui::EndTabItem();
}
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#else // GTA3 & GTA
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if (ImGui::BeginTabItem("Skins"))
{
ImGui::Spacing();
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#ifdef GTA3
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ImGui::TextWrapped("Player must be frozen to change skins.");
CPad::GetPad(0)->m_bDisablePlayerControls = true;
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#else
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ImGui::TextWrapped("Only contains the skins that works.");
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#endif
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Ui::DrawJSON(skinData, ChangePlayerModel, nullptr);
ImGui::EndTabItem();
}
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#endif
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ImGui::EndTabBar();
}
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}